Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Saturday 11 June 2022

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How do you like your GM Screen?

The GM Screen is a essentially a reference sheet, comprised of several card sheets that fold out and can be stood up to serve another purpose, that is, to hide the GM's notes and dice rolls. On the inside, the side facing the GM are listed all of the tables that the GM might want or need at a glance without the need to have to leaf quickly through the core rulebook. On the outside, facing the players, can be found either more tables for their benefit or representative artwork for the game itself. This is both the basic function and the basic format of the screen, neither of which has changed all that much over the years. Beyond the basic format, much has changed though.

To begin with the general format has split, between portrait and landscape formats. The result of the landscape format is a lower screen, and if not a sturdier screen, than at least one that is less prone to being knocked over. Another change has been in the weight of card used to construct the screen. Exile Studios pioneered a new sturdier and durable screen when its printers took two covers from the Hollow Earth Expedition core rule book and literally turned them into the game's screen. This marked a change from the earlier and flimsier screens that had been done in too light a cardstock, and several publishers have followed suit.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Chaosium, Inc.’s last screen for Call of Cthulhu, Sixth Edition?  Or a reference work like the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Or scenarios such as ‘Blackwater Creek’ and ‘Missed Dues’ from the Call of Cthulhu Keeper Screen for use with Call of Cthulhu, Seventh Edition? Or even better, a book of background and scenarios as well as the screen, maps, and forms, like that of the RuneQuest Gamemaster Screen Pack published by Chaosium, Inc. In general, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game  and Doctor Who: Adventures in Time and Space RPG.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Margaret Weis Productions included in its screens for the Serenity and BattleStar Galactica Roleplaying Games? Or a reference work like that included with Chessex Games' Sholari Reference Pack for SkyRealms of Jorune or the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Or a scenario such as ‘A Restoration of Evil’ for the Keeper's Screen for Call of Cthulhu from 2000 or the more recent ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Alderac Entertainment’s Legends of the Five Rings Fourth Edition. In general, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the ;Starblazer Adventures: The Rock & Roll Space Opera Adventure Game and Doctor Who: Adventures in Time and Space RPGs.

So how do I like my GM Screen?

I like my Screen to come with something. Not a poster or poster map, but a scenario, which is one reason why I like ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Legends of the Five Rings Fourth Edition and ‘A Bann Too Many’, the scenario that comes in the Dragon Age Game Master's Kit for Green Ronin Publishing’s Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5. I also like my screen to come with some reference material, something that adds to the game. Which is why I am fond of both the Sholari Reference Pack for SkyRealms of Jorune and the GM Resource Book for Pelgrane Press' Trail of Cthulhu as well as the The One Ring Loremaster’s Screen & Rivendell Compendium for The One Ring: Roleplaying in the World of Lord of the Rings, the second edition of the roleplaying game from Free League Publishing.

The One Ring Loremaster’s Screen & Rivendell Compendium consists of two items. The first is the Loremaster’s Screen. It is a three-panel affair in landscape format and one of the first things the Loremaster will notice upon opening it up is the roleplaying game’s advice as to when to roll—when there is danger, when there is knowledge to be had, and when there are NPCs to influence. The left-hand panel covers the general outcomes of rolls, such as special successes and risk levels, advantages and complications, conditions, and more. As well as the advice on when to roll, the central panel covers endurance, resting, first aid, and damage in general. A sperate reprints the tables for council structure for when engaging in major meetings, whilst the right-hand panel has the rules and tables for travelling—an important part of play The One Ring. This includes journey roles, events, and perilous areas. Lastly, rules and tables are reprints for sources of both dread and Shadow. This is all laid out clearly with plenty, both making everything easy to read and highlighting the fact that The One Ring: Roleplaying in the World of Lord of the Rings is not a complex game. The style matches that of the core rule book and all of the rules and tables come with reference numbers to their respective entries and full explanations in The One Ring: Roleplaying in the World of Lord of the Rings. The front or player-facing side depicts a small fellowship deep in the wilderness about to be assailed by a band of Orcs. It is a nicely tense piece.

The second item is the ‘Rivendell Compendium’. This is a short supplement which details Imladris, the Last Homely House, home to its master, Elrond Halfelven, for thousands of years. His magic has kept this Hidden Valley safe in all that time and protects it still, either making difficult for anyone to find the entrance or actively blocking access. A map is given of Rivendell, though only the floorplans of the ground floor of Elrond’s mansion is given. There are multiple levels of vaults below and storeys above which are not mapped out here, and though that is disappointing, it is unlikely that the Player-heroes will have ready access to them. They are described in broad detail though, so the Loremaster can develop something from this as necessary; more detail being given to particular locations. Not all of the locations are included on the given floorplan. For example, the library is described in the text, but not marked on the floorplan. Ultimately, both the floorplan and the descriptions need to be taken as a guide—good guide—to Elrond’s home.

Also found Rivendell are many Elven folk. The many here include Elrond Halfelven himself, his daughter, Arwen Undómiel, Glorfindel, the great Prince of the Elves, and others. Elrond is described in the most detail, primarily because he is a source of wisdom and a potential Patron for the Player-heroes. In particular, he favours those with the Scholar and Warden Callings, and can be consulted for advice when it comes to making journeys and on particular marvellous artefacts and wondrous items that may have come into the Player-heroes’ possession. Along with the description are spot rules for how to find the entrance to the Hidden Valley, making music in Rivendell, the moment when the Player-heroes first see Arwen Undómiel, and more. These add to the magic of Rivendell and bring elements of the setting into play.

Lastly, the High Elves of Rivendell are added as a new Culture. They are based in Rivendell as it is one of their last refuges. Their inclusion means that along with the Elves of Lindon, members of the Firstborn who rarely leave the Grey Havens, there are two Elven Cultures available in The One Ring: Roleplaying in the World of Lord of the Rings.

The ‘Rivendell Compendium’ expands The One Ring: Roleplaying in the World of Lord of the Rings eastwards—if only a little. It provides a potential sanctuary and patron for the Player-heroes as they explore and journey in that direction, although there remains much to be explored in Eriador, the focus of the new roleplaying game. Devotees of the earlier edition of The One Ring—The One Ring: Adventures over the Edge of the Wild Roleplaying Game—may find there is some repetition between the new ‘Rivendell Compendium’ and the earlier Rivendell supplement, but that is inevitable given that they are covering the same subject. In fact, the earlier Rivendell supplement is notable for how many of its elements found their way into The One Ring: Roleplaying in the World of Lord of the Rings such as the Eye of Mordor and the rules for treasure.

Physically, the 
‘Rivendell Compendium’ is again down in the same style as The One Ring: Roleplaying in the World of Lord of the Rings. The book is nicely presented and easy to read and understand. The only real downsides to the ‘Rivendell Compendium’ are that as a slim book it is easier to lose and perhaps some of this may be repeated in a fuller supplement devoted to Eriador later on. Fortunately, the ‘Rivendell Compendium’ can be stored in The One Ring Starter Set.

The One Ring Loremaster’s Screen & Rivendell Compendium 
is exactly as it should be, a useful tool to have in front of the Loremaster during play, whilst the ‘Rivendell Compendium’ adds to the setting of The One Ring: Roleplaying in the World of Lord of the Rings with material that the Loremaster can really make use of as her Player-heroes’ explorations take them to further edges of Eriador. Overall, this makes the The One Ring Loremaster’s Screen & Rivendell Compendium a solid, useful package, one that a group playing The One Ring: Roleplaying in the World of Lord of the Rings should get plenty of use out of.

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